Either way, are you guys seriously complaining about a tank destroyer not being easily countered by tanks? Infantry AT is the name of the game vs Jagdpanzer.
Piats to the rescue!
Posts: 262
Either way, are you guys seriously complaining about a tank destroyer not being easily countered by tanks? Infantry AT is the name of the game vs Jagdpanzer.
Posts: 1585 | Subs: 1
This. In combination with attack ground you can reliably hit cloaked JP4s. You also can't escape with a cloaked jp4, as good players just send one tank after it to hunt it down.
Don't really recommend or understand why factions that are UP should be getting further nerfes. But then again fan boys won't rest until they reach 100 % win rate
Posts: 1604 | Subs: 3
Couple of things here. You tire me with your fan boy comments. You also cannot use attack ground, as was already pointed out, because the JT will fire at 60 range, you must close to 40, and then when you do he continues to back up since you have to stop to use attack ground.
Overperforming units do not get a pass because the faction is weak.
How do you hunt down an invisible tank in a faction with the most handheld AT, forward retreat points, and the cheapest and also cloakable AT guns again?
JT cloak is stupid as it is implemented. I like the mechanic, but the recloak rate is crazy fast. It is already extremely hard to hit (small target size), has amazing vet, can spot for itself, is relatively fast cloaked, and is available very early. The damage bonus at vet 5 is outright stupid, it already fires ridiculously quickly at that point and with the bonus damage it nullifies everything on wheels/treads. It should receive high accuracy and penetration out of cloak at vet 5.
Posts: 4630 | Subs: 2
Posts: 1705
Couple of things here. You tire me with your fan boy comments. You also cannot use attack ground, as was already pointed out, because the JT will fire at 60 range, you must close to 40, and then when you do he continues to back up since you have to stop to use attack ground. Overperforming units do not get a pass because the faction is weak. How do you hunt down an invisible tank in a faction with the most handheld AT, forward retreat points, and the cheapest and also cloakable AT guns again?
JT cloak is stupid as it is implemented. I like the mechanic, but the recloak rate is crazy fast. It is already extremely hard to hit (small target size), has amazing vet, can spot for itself, is relatively fast cloaked, and is available very early. The damage bonus at vet 5 is outright stupid, it already fires ridiculously quickly at that point and with the bonus damage it nullifies everything on wheels/treads. It should receive high accuracy and penetration out of cloak at vet 5.
Unit is in need of some changes to its vet, otherwise it makes good sense.
Posts: 4301 | Subs: 2
Posts: 1705
Posts: 8154 | Subs: 2
OKW requires some overperforming units to survive as faction as long as it has resource penalties by design.Remove res penalties and vet 5,u can then nerf cloak.
Posts: 1705
That's not how balance work. You fix things that are broken and you buff/nerf things that are imba.
It's meant to be used for ambush, not for an improvised smoke/cloak device. There's almost 0 cooldown to activate/deactivate and it re enters cloak after 5s (same time it takes for it to fire till vet 3).
Fix:
-Add a 5s cooldown upon activation
-Move in combat status from 5s to 10s
-Increase penetration by 25%
-Vet5: change 150% damage bonus to 75% damage bonus. Keep the insane 150% accuracy/penetration. This way it deals 280dmg instead of 400dmg.
Posts: 871
I understand what you are trying to say,but the whole premise of the OKW faction is to have vet 5 and imba units to compensate for resource penalty.All its once strong units are nerfed,vet 5 is unattainable.JP4 is probably last remaining useful cost-effective tank they have,u want to nerf it go ahead.Question is why keep OKW at all under such circumstances?They get all the penalties,but no advantages anymore.
Posts: 1108
Posts: 1585 | Subs: 1
You don't need always to destroy tanks in order to counter them. All you handheld at and raketenwerfer won't do anything against 2 at guns. Keeping units at bay or shut their play down means to counter.
Posts: 1705
OKW are potentially meant to have stronger units. They are not meant to have over performing units.
Posts: 1384
I cannot use AT guns as my main form of AT since they will be picked off constantly, but if I rely on tanks I lose.
Attacking ground is pure theory craft in this case.
defending this ridiculous ability is ridiculous.
attack use attack ground is just lol.
for it to work, you gotta have a flat landscape and luck, because attack ground isn't accurate at all.
if you have a flanking tank, you have to stop to shoot which is counter-intuitive when flanking.
and you cannot have other enemy vehicles around because there is no hold fire for god knows why and once your turret rotate away from the target, your attack ground command must account for even more guess work as to where to JP4 would've gone to etc etc.
Posts: 1653
That's not how balance work. You fix things that are broken and you buff/nerf things that are imba.
It's meant to be used for ambush, not for an improvised smoke/cloak device. There's almost 0 cooldown to activate/deactivate and it re enters cloak after 5s (same time it takes for it to fire till vet 3).
Fix:
-Add a 5s cooldown upon activation
-Move in combat status from 5s to 10s
-Increase penetration by 25%
-Vet5: change 150% damage bonus to 75% damage bonus. Keep the insane 150% accuracy/penetration. This way it deals 280dmg instead of 400dmg.
Posts: 830
Posts: 403
Posts: 4301 | Subs: 2
You could do about a dozen other things to reveal the fucking thing. You could use infantry, planes, abilities but if you forget about all that and charge your medium tanks head on at it then attack ground is your next best bet.
This is exactly the kind of thing that shouldn't be changed. It has clear, definitive and effective counters. It's not the game's fault y'all don't know how to use them.
Posts: 323
I understand what you are trying to say,but the whole premise of the OKW faction is to have vet 5 and imba units to compensate for resource penalty.All its once strong units are nerfed,vet 5 is unattainable.JP4 is probably last remaining useful cost-effective tank they have,u want to nerf it go ahead.Question is why keep OKW at all under such circumstances?They get all the penalties,but no advantages anymore.
Posts: 17914 | Subs: 8
Cloaked JP4 and Raketen are extremely slow when they're cloaked.
47 | |||||
32 | |||||
19 | |||||
2 | |||||
2 | |||||
97 | |||||
34 | |||||
17 | |||||
8 | |||||
5 |